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franksouza183

Playing with PBR materials

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Inspired by this topic, I decided to play around with PBR materials with HQ and more realistic textures. Maybe I'll create a texture pack, what you think? Looking good?

 

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image.png.236c1a701bd047f43ec9bac2607b2a37.png

 

Some Doom 64 textures:

 

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n8pQVsH.jpg

 

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8orAvBB.jpg

 

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vBzMfsF.jpg

 

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C7GrxXz.jpg

 

Edited by franksouza183 : new screenshots

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It needs more detailed geometry to look good. That's the problem with realistic textures on abstract level geometry, it just looks odd. Kind of an uncanny valley effect: simple abstracted textures on simple abstracted geometry work well, realistic detailed textures on realistic detailed geometry also work well, but when you mix, it doesn't work anymore.

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Yes, I agree, but we can already get around this with a "false geometry," look at this. I'm using this technique, you may notice if you look at the image more closely, as soon as I finish a reasonable amount of textures I'll post a video.

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I like Your work a lot. Even on standard geometry pbr textures look cool. Parallax does it works.

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On 10/11/2018 at 8:56 PM, franksouza183 said:

Maybe I'll create a texture pack, what you think?

I think you must try. Because while I do see nothing adequate with PBR texture packs.

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On 11/9/2018 at 12:04 PM, Teder said:

I like Your work a lot. Even on standard geometry pbr textures look cool. Parallax does it works.

 

Thanks! In fact parallax makes some difference, although it still does not work with brightmaps, at least not for the shader I'm using, but I think we can look at it in the future.

 

Some updates, on doom 64 textures:

 

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vBzMfsF.jpg

Spoiler

C7GrxXz.jpg

 

Spoiler

8orAvBB.jpg

 

Spoiler

n8pQVsH.jpg

 

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I

59 minutes ago, franksouza183 said:

 

 In fact parallax makes some difference, although it still does not work with brightmaps, at least not for the shader I'm using, but I think we can look at it in the future.

 

I do this way:

material texture FIREBLU1
{
    normal "normalmaps/FIREBLU1n.png"
    specular "specular/FIREBLU1s.png"
    brightmap "brightmaps/FIREBLU1b.png"
    specularlevel 0
    glossiness 2
    Shader "shaders/texture/parallax.fp"
    Texture tex_heightmap "heightmaps/FIREBLU1h.png"
}

And it works well.

Screenshot_Doom_20180904_230217.jpg.7cdfb8728153271165bf21697ccfedb7.jpg

 

 

Your new screenshots look awesome! Pipes are great, everything is great!

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Just now, Teder said:

I

I do this way:

material texture FIREBLU1
{
    normal "normalmaps/FIREBLU1n.png"
    specular "specular/FIREBLU1s.png"
    brightmap "brightmaps/FIREBLU1b.png"
    specularlevel 0
    glossiness 2
    Shader "shaders/texture/parallax.fp"
    Texture tex_heightmap "heightmaps/FIREBLU1h.png"
}

And it works well.

Screenshot_Doom_20180904_230217.jpg.7cdfb8728153271165bf21697ccfedb7.jpg

 

 

Your new screenshots look awesome! Pipes are great, everything is great!

 

Yeah, in specular mode it works, but not for pbr (ao, metallic and roughness). In my screenshots, the lamps textures are in specular, just like you made.

This doesn't work:

 

material flat F640080
{
    
    ao "ao/640080.png"
    metallic "metallic/F640080.png"
    roughness "roughness/F640080.png"
    brightmap "brightmaps/F640080.png"
    normal "normalmaps/F640080.png"
    shader "shaders/texture/parallax.fp"
    texture tex_heightmap "heightmaps/F640080.png"
    specularlevel 100
    glossiness 100
    
}

 

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I though about that You may use AO textures. For now I have no experience with it.

I saw on zdoom forum there are realy nice examples for models with pbr. Maybe you will find something similiar: https://forum.zdoom.org/viewtopic.php?f=39&t=59473&sid=83963da38aeabc836d81985184f08c95&start=15

 

EDIT:

What will happen if You make it this way?

 

material flat F640080

{
    brightmap "brightmaps/F640080.png"
}

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1 hour ago, Teder said:

I though about that You may use AO textures. For now I have no experience with it.

I saw on zdoom forum there are realy nice examples for models with pbr. Maybe you will find something similiar: https://forum.zdoom.org/viewtopic.php?f=39&t=59473&sid=83963da38aeabc836d81985184f08c95&start=15

 

Ambient Occlusion only works with sector lights, dynamic lights are useless with that. It's not hard to work with pbr, specular and glosiness are controlled by metallic and roughness maps, it give us more control in certain areas of the texture, like rust, liquid stains, glass, etc. Look at the pillars in this screenshot, around the bolts I applied a little rust
n8pQVsH.jpg

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